Re-Exhumed [Public Test 1.2]

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Re: Re-Exhumed [Public Test 1.2]

Postby SamVision » Fri Feb 20, 2015 2:22 pm

So you never figured out what that weird "fog" issue was?
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Re: Re-Exhumed [Public Test 1.2]

Postby MaxED » Fri Feb 20, 2015 4:26 pm

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Re: Re-Exhumed [Public Test 1.2]

Postby Ozymandias81 » Sat Feb 21, 2015 6:15 am


[EDIT]: I hope I will not be ignored, however...
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Doom is a State of Mind... Out of Control.
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Re: Re-Exhumed [Public Test 1.2]

Postby Peter Bark » Sat Feb 21, 2015 8:19 pm

makes me wish the alpha & Saturn sprites were released...

Nice job Ozy, I hope it's all fixed now!
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Re: Re-Exhumed [Public Test 1.2]

Postby rsl » Thu Feb 26, 2015 2:35 am

Having just tried the beta version, I wanted to drop by for a moment simply to express my appreciation for the project.
Seriously, it's incredibly well done! :D And all the additions you've made to the original PC version can only enhance the experience, not taking away even the slightest bit from it. It's the first time that I am able to play 'Abu Simbel' properly, with a good control system and free game saves... :!:

If only I could express some kind of little concern/suggestion about this beta, it would be about the steep difficulty of this first level (it seemed quite a tad harder than the original for me, but since I'm no long-time player of the original I might as well be wrong) and minimal lack of refinement to some weapon animations (i.e. the machete rises up with a beautiful animation just like in the original, but goes down simply vertically).

To put it short: you've got an amazing start, and I am lining up to wait for the next upgrades to it. Just don't let it die somehow... Take your time and enjoyment in the process, but aim at completing it, please!! :D
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Re: Re-Exhumed [Public Test 1.2]

Postby MaxED » Thu Feb 26, 2015 7:25 am

Thanks for the feedback. Next version will have custom (and much faster) machete deselect animation and custom magnum select/deselect animations (these wll also be a bit faster).

About the difficulty:
1. The project is currently in the alpha phase, so many things will be changed and tweaked in the future updates.
2. I do want to make it more challenging than the original, because now you have quicksaves and proper controls.
3. I don't consider myself a hardcore FPS player. I usually have great difficulties (and lots of fun) while playing modern wads on HMP difficulty (that's with The Mod Which Could Not Be Named though). So, if I can finish a map without dying every 10 seconds, I consider the difficulty to be more or less sufferable for everyone :).
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Re: Re-Exhumed [Public Test 1.2]

Postby xenoxols » Thu Feb 26, 2015 7:50 am

If you ask me, Powerslave for PC was crap. This, on the other hand is great. The biggest difference is probably that this actually works.
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Re: Re-Exhumed [Public Test 1.2]

Postby CeeJay » Thu Feb 26, 2015 9:27 am

I for one, would love to see a port of sorts of the Saturn version with a few of the better elements of the PC and Playstation versions thrown in. The (original) Saturn version had a smooth true 3D engine (populated with 2.5D sprites that look better than their PC counterpart, probably due palette issues), great dynamic lightning, level HUBs (and the levels were entirely different from those found in the PC version) and crisper sound effects. From the PlayStation port I would go for the transparent water (this machine had good capabilities for these sorts of things, just look at Tomb Raider). And from the PC port I'd implement the individual ammunition for each weapon, the numerous death animations and that awesome mummy stuff which I believe was unique to the PC port.
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Re: Re-Exhumed [Public Test 1.2]

Postby wildweasel » Thu Feb 26, 2015 11:20 am

Maybe it's the gun-nut in me speaking, but the biggest loss from the console Powerslave is that the weapons don't reload anymore. It feels weird being able to shoot a revolver endlessly. =P
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change o' pace.
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Re: Re-Exhumed [Public Test 1.2]

Postby pagb666 » Thu Feb 26, 2015 12:53 pm

Played Exhumed a couple months ago as I didn't back in the day... I just loved many of the level layouts. Gonna try this right away!
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Re: Re-Exhumed [Public Test 1.2]

Postby nicolascy » Mon Mar 23, 2015 11:11 pm

I just discovered this project and i was so excited about this i registered in the forums just to say that...! I always was interested in exhumed way before it was even named exhumed or powerslave.I remember it was called ruins return of the gods and i had read a preview of the game in the manual of terminal velocity ....Sadly i never finished it as it was too hard because of the frustrating luck of being able to save anywhere.It would be amazing to play the game properly with mouselook,better graphics and be able to actually save this time...And of course as many people pointed out exhumed/powerslave was one of the exceptions in the genre as the pc version was inferior compared to the saturn and psx version....those versions seem to have better music ,more speech and better graphics especially water and lighting.So this can be the ultimate combination !
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Re: Re-Exhumed [Public Test 1.2]

Postby nicolascy » Wed Mar 25, 2015 12:19 am

Just saw the exhumed history and i was like Wow i thought i knew everything to know about fps games but i did not know that the 3 different exhumed versions were made by the same team ,at the same time and they had a full 3d engine for psx and saturn version which were hub based instead of straight corridor shooter style levels ! Sadly they did not have the time or good judgement to use their own slave drive engine for the pc version too ,history probably would have been different as the saturn version was even better than what i knew ,as it even had rpg elements...

Ps - A few questions also to the creator of this awesome remake :

1.Is it possible to use voxels for objects,enemies and weapons in zdoom and if yes would you try to make them ? Eduke32 and shadow warrior's voxels are simply incredible.Sprites looked simply wrong ,most 3d objects were too simple and not well animated ,yet voxels seem to have the best of both worlds.They are very detailed and blend well with existing graphics.

2.Will you try to make a hub based world or follow the level after level style of the original game ? Well both types of progression if done right is good ,through hub style exploration feels more interesting.

3.Will you try to implement any rpg elements in the game ? I mean expand gratually your health bar,be able to carry more bullets etc...?

thanks for listening and keep up your astonishing work!
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Re: Re-Exhumed [Public Test 1.2]

Postby MaxED » Wed Mar 25, 2015 12:18 pm

nicolascy wrote:1. Is it possible to use voxels for objects, enemies and weapons in zdoom?


nicolascy wrote:Would you try to make them?

No. This mod is GZDoom-only anyway, so I'm using 3d models (which look fancier and are waaaaay easier to create).

nicolascy wrote:2. Will you try to make a hub based world or follow the level after level style of the original game?

No. The plan is to remake the game, not to make a new one, so you can expect only visual/cosmetic changes.

nicolascy wrote:3. Will you try to implement any rpg elements in the game?


nicolascy wrote:Thanks for listening and keep up your astonishing work!

You are welcomed :)
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Re: Re-Exhumed [Public Test 1.2]

Postby nicolascy » Thu Mar 26, 2015 3:11 am

Thanks for the quick reply !
It's nice to hear the zdoom engine does support voxels even if you will not use them.Just take your time with 3d models as its easy to churn something but to make justice to the cool original sprites need a lot of work i assume !

Can't wait for the next version!
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Re: Re-Exhumed [Public Test 1.2]

Postby Tormentor667 » Thu Mar 26, 2015 3:12 am

You are doing an amazing job here MaxEd, awesome stuff!
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